Architect Archive
Thread: Does our Correspondent even realize that....
Critical failures are the #1 problem for architects. I mean honestly, after scanning his posts, I haven't seen him say very much about them at all...and what he has said has been veryshallow (such has critizingpeople for notrunning a huge harvesting operation like he does). Whether or not he views this issue as a problem, a scan of this board suggests that nearly all architects agree that the critical failure rate is too high.
Case in point, a few hours ago I had about 13 structural modle failures AS MASTER in under thirty minutes. I had 4 in a row in one case and 3 in a row in another. The day before that, I had two walls failin under an hour. The day before that, I had a factory fail as well as a ton of structural modules that went into it. WHY should I, as a master, have to bear through so many of these failures?
Although these failures might be acceptable to people in professions that charge 10x markup on their products (and don't consume very many resources in the process), architects typically only make 3-4/unit on a house, and need thousands upon thousands of resources to build something. While it may seem like we make money, all it takes is one bad critical failure to set us back a week, or even a few weeks. A
In any case, I'm not going to go into all the reasons why critical failures are a huge problem. There are a hundred other threads for that. What i am going to say is that our correspondent needs to get more vocal on this issue (he represents us, after all, and if he doesn't bring offical attention to the issue, it won't get any), and he needs toput the majority's views before his own.
Thanks,
FlyingElmo
Master Arch, 92% crafting tools, metal was 750+ Ore was 850+.
That's just slightly stupid.
I was wondering if you mentioned the fact that our +Structure assembly and Experimentationonly adds up to +55. So when all these other guys are getting a bonus so it'll add up to +100... we are still left with +55.
The main issues are
Admin on structures not allowing placement/and input output hoppers
Crate bugs - not being able to get items from a crate
Resources resetting on server reset
I mean these are very very real bugs that need to be fixed before anything. I don't like crits i mean who does, but anyone who crafts an item that they can't afford to suffer the crit on is being a fool. Its part of the system and just something well always have to deal with. The number one non-bug related issue is the fact that experimentation for tects is absolutly worthless. High crit rate is way down the list imho. There are improper naming connvetions (what on earth is up with the 12 struct small house) and missing functionality Lamps not emitting a light source and no move up/down which are even more important that a function of the game that you in essence want nerfed. Fix the REAL problems first then look at changing a percentage or algorithm.
Yea lets try and fix the bugs before we try to balance things with the bugs.
Don't all of you put critical fails into your pricing plan? That is basically why I won't sell anything less than 4c/unit. Even if I fail on everything once I'm still making something, yes a very very small amount. I have failed in 2 factories in about an hour. But in the 3 days prior I didn't fail on a single high end building.
At the moment architect is one of the easiest to lvl up with if you are able to get the resources. Armorsmith and weaponsmith are a pain with putting in 2-5 components and 4-8 resources into an item to get 400exp or something. Architects have 1 piece that gives 500 exp and is 3 clicks that takes 15 seconds for the machine to make. I did all the way up to master with mostly just structure pieces. Now I'm starting on armorsmith and it is a pain compared to that.